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About the game

Prince of Persia (2008)

Action-adventure

The Prince climbs a stone wall above a glowing hazard.
Prince of Persia (2008) · Game artwork

About Prince of Persia (2008)

A wandering Prince joins Elika, guardian of the Ahura, after the destruction of the Tree of Life releases Corruption across her land. Together they cross a connected mythic landscape, heal Fertile Grounds, gather Light Seeds and unlock Elika’s powers to reach new routes.

Prince of Persia (2008) tells a separate story with a new, unnamed Prince who arrives in a mythic land after a desert storm. There he encounters Elika, a princess of the Ahura, a dwindling people charged with guarding the Tree of Life. When the tree is destroyed, the imprisoned god Ahriman’s Corruption spreads through the surrounding country. The Prince and Elika travel across this damaged landscape to restore its Fertile Grounds and resist the forces that serve Ahriman. This is a self-contained adventure rather than a continuation of the earlier Sands of Time storyline: its central relationship, mythology and visual world are introduced here, and its journey follows the pair as they move between ruined settlements, natural regions and the Ahura’s temple.

The Prince is a wanderer who has spent his life pursuing fortune and dangerous adventures; Elika has grown up within a duty that has shaped her life and ties her people to the Tree. Their partnership supplies both practical support and much of the story’s character interaction. Elika can guide the Prince, assist his movement and contribute directly during fights, while conversations at different points let her discuss herself, the land and the enemies ahead. Their contrasting outlooks give the journey a continuing dialogue as the pair cross areas that have been overtaken by Corruption. The wider conflict is shaped by Ahriman and his corrupted lieutenants, while the Ahura’s old sanctuary and the weakened faith of its remaining guardians give the ruined setting a history beyond the immediate route.

Traversal is built around linking movement across architecture and landscape. The Prince runs and jumps, scales fissures, climbs vines, slides down walls, wall-runs across gaps, swings from poles and uses rings to move or activate switches. Beams, ledges and columns become parts of connected routes, so a stretch of ground is often only the start of a sequence that continues up a wall or across a ceiling. Elika can extend a jump when called during a leap, turning a missed-looking gap into a two-character movement action. The game presents a broad, connected region rather than isolated linear stages; players navigate between accessible lands and decide which destination to pursue next, while the map helps mark an intended destination and track corrupted or healed areas.

The Prince climbs a stone wall above a glowing hazard.
The Prince climbs a stone wall above a glowing hazard. Official game screenshot; copyright belongs to its respective owners.

Each corrupted land is organized around a Fertile Ground that the pair must reach before Elika can heal it. Reaching one changes the local area, removing its Corruption and releasing Light Seeds across the restored land. The player then searches the transformed paths for those seeds, sometimes using previously learned movement skills to reach ledges or platforms that were inaccessible on the way in. Healing and collection therefore form two related but distinct steps: clearing a land opens its safe routes, while gathering its released light supports the next stage of progression. The map identifies corrupted lands and healed lands, and destinations can be selected there. From healed ground, Elika can also teleport the pair between restored Fertile Grounds and back to the Temple, making the cleared network useful for returning as well as advancing.

Light Seeds are the key progression resource for Elika’s powers. After the pair gather enough, Elika directs them back to the Temple, where they activate one of four Powers of Ormazd. These powers work at matching power plates rather than being free-use moves anywhere: the Step enables a sequence of huge rebounds between plates, the Breath creates a gravity-defying wall-run, the Wings carry the pair between plates through the air, and the Hand functions like a magical grapple. New powers expose additional routes and regions, while each active plate signals which ability it accepts. The player chooses from the lands available in the non-linear structure, heals them, gathers their light and returns to the Temple when ready to expand the set of traversable routes.

Combat uses a small set of actions that must be combined rather than repeated in isolation. The Prince can strike with his sword, use his gauntlet to lift or throw an opponent, leap over an enemy or make an aerial attack, while Elika adds a magical attack when called. A fight can move through short exchanges in which the player blocks or deflects, avoids heavy attacks and chains the available actions into combos. Corrupted enemies can assume different combat states, and the manual describes matching each state to a suitable opening move: sword against Fury, gauntlet against Guard and Elika’s magic against Corruption. Enemies also attack with grabs, leaps or corruption effects that call for a quick response. If the Prince is about to fall, Elika intervenes automatically, tying her story role to a clear combat rule.

The Prince leaps between rocky ledges in a desert landscape.
The Prince leaps between rocky ledges in a desert landscape. Official game screenshot; copyright belongs to its respective owners.

Corruption itself also shapes hazards. The manual describes moving Corruption traps unleashed by the corrupted, able to sense Ahriman’s enemies and strike when they come near; routes across afflicted lands can therefore expose the Prince to danger before a fight begins. Elika’s rescue is automatic if a fall becomes imminent, but if she has to save him during combat, the enemy can recover some health. These rules connect the environmental threat to the combat loop: the player must navigate carefully, because a failed traversal or poorly handled exchange can change the conditions of the next encounter. Elika can also direct the pair with her compass when a destination is selected, giving map planning a practical role beyond tracking places.

Developer
Ubisoft Montreal
Genre
Action-adventure